-----------------------Karma Amplification(Mythos - Yellow, Normal)Each investigator that has a Cursed Condition, gains a Cursed Condition.Then each investigator that has a Blessed Condition, gains a Blessed Condition.

Front side:When you gain this card from the deck, put 1 Eldritch Token on it.When resolving a Combat Encounter, you may test

. If you pass, when resolving the

test during that encounter, roll 1 additional die for each Eldritch Token on this card. Flip this card.

: Put an Eldritch token on this card.

Back side 1:0-1: You feel the power is slipping away. For each 1 rolled, discard an Eldritch Token from this card.2-3: No additional effect.4+: The spell keeps growing in power. Put an Eldritch token on this card.Then flip this card.

Back side 2:0-1: Close contact with the Ancient One puts a strain on your mind. Discard this card unless you gain 1 Madness Condition.2-4: No additional effect.5+: For each Eldritch token on this card, you may also reroll 1 die during the

test.Then flip this card.

Back side 3:0-1: You feel your power is slipping away. Discard this card unless you discard an Eldritch Token from it.2+: For now, your control of the supernatural power is infallible. No addtitional effect.Then flip this card.

Back side 4:0-1: If you rolled any 1's and you have a Dark Pact condition, Yog-Sothoth demands payment. You are devoured.2+: The Lurker may help you even more. You may gain a Dark Pact condition to add 4 successes to the

test result.Then flip this card.

Design Notes:The main problem with this card, is that the text on the front side won't fit - there's not enough space.So far, expansions barely introduce new rules. Almost everything is explained right on the cards, and the version above is created with this principles in mind.For this card (and many similar) to be realizable, one would have to introduce some new symbols and or keywords.1) One of the top corners of the card (probably the one on the right) could have a number telling with how many tokens the card comes into play.This allows us to get rid of the long "When you gain this card from the deck, put X Eldritch Token on it" sentence.2) Instead of writing "Eldritch Token" 10 times, this phrase could be replaced with a symbol, something like

.With this two modifications, the text should fit, and a whole lot of design possibilities would open.One should just be careful not to flood the game with tokens lying on every card.

Action: Move 1 space along a Train path, then perform 1 additional action.Passive: Treat the top card of the Asset discard pile, as a card in the Reserve. When you discard an Asset, put it on the bottom of the discard pile.

Starting possessions: 1 Duke Unique Asset, 1 Guitar Asset

Design Notes:The bum's trademark active skill is weaker than Silas's because there is a smaller number of Train paths compared to Ship paths. To amend this, Pete gets another weak skill from the Guitar - the same "music" ability Jim Culver has.The passive skill is supposed to cover for Pete's jury-rigging and improvisation proficiency.

Action: If you have exactly 1 Sanity, recover 1 Sanity. Then, if you have exactly 1 Health, recover 1 Health. Then, if you have no Focus, gain 1 Focus.Passive:

: Gain a Funding Condition.

Starting possessions: ToBeDetermined

Design Notes:AH Jenny Barnes was build for versatility.I always wanted her to have the ability to repeat the same Action second time, but in the meantime Marie Lambeau got such ability.The above action was inspired by her "Isabelle's Letter" starting item from Mansions of Madness. Jenny has noble motives and these give her strength and inspiration.The passive ability was a no-brainer, but I'm trying to design a a Trust Fund Unique Asset as another option.

Work in progress.I think the active skill is too weak, and I would like to add a fourth, similar, effect.

Action: Choose Glamour, Incantation, or Ritual. Then gain 1 Spell that has the chosen trait. Then discard 1 Spell.

Passive: When you pass a Lore test while resolving a Spell effect, add 2 successes to that test result.

Starting possessions: Ritual Candles Asset, Secret Page Asset

Design Notes:I didn't want to have Dexter start with a specific spell. For a while I toyed with an idea to have him start with any Spell he wants. In the end, he got a random Spell through Secret Page. He has the tools to turn it in to a Spell he needs.I'm most proud of the passive ability. It doesn't help him to pass the

test, but when he does he gets a better additional effect.

Referenced Cards:

Spoiler (click to reveal)

Cards for reference borrowed from JonBen's image and from callofcthulhu.org.uk image bank.

I think it can, as long as it's investigator's choice to have bad stuff happen to him.

-----------------------ChangedCondition - Boon

Front Side:Roll 1 additional die when performing tests.Once per round, when resolving a test, you may add 1 success to your test result. When you do, flip this card.

Back Side 1:Regress to the MeanYour supernatural luck had just ran out.Discard this card.

Back Side 2:Drained ProficiencyYou gave your all and strained yourself. Impair the skill you have just tested.Then flip this card.

Back Side 3:Karma BalanceThis incredible luck must surely have some cost. Gain a Bane condition.Then flip this card.

Back Side 4:Supernatural AttentionSpawn a monster on your space and immediately encounter it. After the encounter if you haven't defeated the monster, gain a Pursuit Condition.Then flip this card.

Design Notes:I tried for this to be somewhat on par with Blessed Condition.I think 1 additional die in every test, is comparable to Blessed's more-successes-per-die in every test.Changed should be better when you have a small number of dice, Blessed is better otherwise.However, Changed can guarantee a success in most situations, while Blessed "only" makes the success very likely.I tried to make a price for such warranty painful enough to discourage abusing the supernatural luck.Blessed also gives you a bonus if you would get another Blessed, which isn't the case here.

In the low resolution picture contained within the Signs of Carcosa announcement I have found something that looks like "gain a Promise of Power Condition".This got me really excited and I would like to share what I think this condition might do.In the next few months we'll find out how much of this was right.

-----------------------Promise of PowerCondition - Deal

Front Side:

: Roll 1 die. On a 6, you get your promised reward; flip this card.

Back Side 1-1:Arcane MasteryImprove

twice. Gain an Incantation Spell, a Ritual Spell and a Glamour Spell.Then discard this card.

Back Side 1-2:Immeasurable WealthImprove

twice. Gain any number of Assets of your choice from the reserve with total value less than or equal to your

.Then discard this card.

Back Side 1-3:Otherworldly KnowledgeImprove

twice. Gain a number of Clues equal to your

.Then discard this card.

Back Side 1-4:Inhuman StrengthImprove

twice. Deal damage equal to your

divided as you choose among any number of monsters.Then discard this card.

Back Side 2-1:Profane FavourDiscard any number of Conditions and Impairment Tokens, restore your Health and Sanity to their maximum values, then gain a Blessed Condition.Then discard this card.

Back Side 2-2:Unnatural PerfectionImprove each of your Skills.Then discard this card.

Back Side 2-3:Instruments of the EndGain 1 Artifact.Then you may advance Doom by 1 for each Artifact in your Possession. If you do, gain 1 Artifact. You may repeat this process any number of times.Then discard this card.

Back Side 2-4:Unspeakable BargainYou may gain a Dark Pact condition. If you do, solve the Active Mystery. Otherwise, advance the Active Mystery by 1.Then discard this card.